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Old 12-17-2006, 05:38 AM   #101
elShoggotho
 
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Default Re: Warhammer 40k weapons

Quote fixed for grammar...

Quote:
Originally Posted by Bouncy Dave
(sorry if any of this is replicated but i havn't read through all the pages).

Power weapons should just ignore armour...they do in 40k. Imperial guard would be fun to play, especialy if you add in all the Forgeworld stuff, or it would just be way too complicated. Terminators would be invincible unless you start sniping them with lascannons (works for me). The assualt gun would be just deadly, with maybe a critical counting as rending (don't you just love rolling 6's in 40k "YEY i got 3 6's...so let's see how many go through the rear armour of your Chimera")
Power weapons get an armour division of [10] to keep up with GURPS rules. No instakill. Terminators would get insane levels of DR and a PD over 6 for their force field enhanced battlesuits. Assault cannon should get some armour division, but also no instakill.


Quote:
Originally Posted by Bouncy Dave
I know it's going off weapons but the Space Marines would be stupidly high point cost, they have;
2 hearts
reinforced ribcage
extra fast healing
can go into a kind of stasis
can sweat some funky gel over them so they can survive in vacuum for a limited time
breath in water (lungs can use all oxygen possible)
have great str even out of their suits
see in the dark
I think there are a few others i havn't mentioned, but i remember the list i saw in an old 40k rule book (edition with dark millennium and when they had VORTEX GRENADES!!!!!! RANDOM FUN IN A GRENADE!!)
Also the armour has night vision and lots of high tech crap.
Thanks. I'll just work out a 3e racial template for the Imperator's Space Marines. By the way, they can read their dead enemies' memories by eating their brain...


Quote:
Originally Posted by Bouncy Dave
Marines know how to repair and maintain their weapons, but not their armour. I don't think anyone knows how to repair terminator armour as how to make it was lost in the Dark Age of Technology.
Terminator armour was specifically designed during the Great Crusade using secrets from the Dark Age of Technology. They can be repaired and they are still built by the Adeptus Mechanicus.


Quote:
Originally Posted by Bouncy Dave
also they would have;
Blood Angels would get beserk as standard (Death company are always fun when they're your ally)
Dark Angels just wouldn't run away, no matter how many you kill (I just love the stubborn rule, just watch your mate's face when he's been firing morters on that one squard for 4 rounds and the veteran sergeant is still giving them the finger (and the special characters are the best in a Space Marine army)
Space Wolves would get fangs (can't remember what advantage this is in GURPS)
Just variations on the racial table.


Quote:
Originally Posted by Bouncy Dave
Dark Angels are probably the outcasts of the group as even the inquisition don't know what they're up to and they don't like getting assistance from other marines because they have their own private business to get on with (and that's why i love them). You also have to remember that there's only about 100 to 1000 men per chapter. Also they have a thing in the back of their neck which gives them the benefits of a Space Marine when it is painfully implanted (before or after they are scouts (as they prove themselves as a scout before become a full battle brother). Before then they are just an ordinary human and the Codex's do say they get recurits from all types of worlds. And the thing in the back of the neck is recovered when they die so it can be implanted in the next marine.
Read your fluff. A thousand Space Marines per chapter if arranged by codex. Most chapters have some secret agenda. Every Space Marine has two progenoid organs to provide seeds for the next generation of Space Marines. Implanting them is a painful process which takes years to complete. Regrowing the ribcage into a solid bone plate takes its time. In that time, aspiring Space Marines will be used as scouts.


Quote:
Originally Posted by Bouncy Dave
Vortex grenades - if you get caught in one, you get sucked into the warp and die (was there a save??) and it either stays in one place, dissipates or moves around in a random fashion.
RAD grenades - does bollocks loads of damage but only works on Imp Guard or Orks as everyone else is immune or has full armour.
If you're a Terminator with 2 lightning claws then you're unstoppable in close combat. in a game of Space Hulk my one guy managed to hold off every genestealer re-inforcement my mate got while he was trying to seal entrances (he almost got him in the flank but fuffed up the die roll). But he met with the business end of a Chaos Marine with a assualt cannon and died in a horrible bloody way.
Deathstrike missile launcher - if it lands near the pc's they die (ahhh Epic Space Marine with stupidly big tanks and such).
Vortex grenades give you a 4+ save, regardless what you are. It even sucks up Titans!
Rad grenades do damage to everyone. No special invulnerability for fully enclosed suits. According to the second edition wargear book, no one is immune to it.
Lightning claws would get some special ST value for the terminator armour and some insane bonuses, on top of the [10] armour divisor for power weapons.


Quote:
Originally Posted by Bouncy Dave
Genestealers in Necromunda and Space hulk are fun, with psychic duels, hybrids running around with lascannons and such.
Genestealers are fun if you have no tyranids around.

Quote:
Originally Posted by Bouncy Dave
Ever thought about Blood Bowl in GURPS??
Maybe... NOT!
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Old 02-14-2008, 09:13 PM   #102
Kafka's Lunchbox
 
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Default Re: Warhammer 40k weapons

*Cursed Powers of the WARP I Command Thee to Resurrect this Damned Thread*

Now that Dark Heresy is out, and presumably will have 4 books following till September when GW kills their RPGs branch (See thread in GURPS Games Business Forum), is anyone going to work on converting this to 4th ed?
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Old 03-24-2008, 05:10 PM   #103
emikanter
 
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Default Re: Warhammer 40k weapons

I don't think so. I'm not really interested in playing as a Inquisitor, and, so far, the 40k RPG has nothing on space marines.
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